branchrust_reboot/main/render_pipeline_testingcancel
32 Commits over 61 Days - 0.02cph!
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering
Apply greyscale after colour grade (fixes NVG)
Remove linear conversion in ColorAdjustments to match BRP
Use linear conversion in greyscale to match BRP
Move cathode volume component into project
Cathode renderer feature
Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Fix vignette settings remapping
Add screen_blur_UI_RRP volume asset
Setup night vision overlay and volume
Fix RRP colour grading Lift not being applied correctly
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager
Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes)
Add UI Blur profile to BlurManager with variable blurSize
Add UIBackgroundBlur component to ingame menus
Setup UIBackgroundBlur tweening to match old behaviour
Fix SSAO issues when swapping between pipelines
Fix foliage impostors again
Fix foliage impostors on RRP
Add blur optimized pass
ColdOverlay RRP volume fix
Add frost effect to UberPostPass
Add frost volume component
Setup cold RRP effect and script
Reduce some shader variants by using branching for low cost effects
Setup RRP hurt punch and radiation overlay effects/scripts
Setup hurt overlay effect and script with RRP
Setup vignette and sharpen effect and script with RRP
Merge vignettes into one effect
Make renderscale effect RRP clone asset
Update sharpen_vignette, radiation, and cctv RRP volumes
Setup postprocess render scale and change passes to use scaled buffer size
Add screen overlay (with lighting) to UberPostPass
Add GreyScale effect to uber post pass
Rename UberOverlay to UberPostPass
Add chromatic aberration and grain to uberpass
Revert changes to PostFXBlitter
MotionBlurPass graphics format compatibility fix
Change SSAO render to use static lambdas
OverlayUberPass with sharpening and vignette
Upgrade SSAO to new render pipeline API
Replace RenderPasses with RasterPasses and BlitPasses
Replace commandbuffer SetGlobals with material setters
Use RenderAttachment and UseTexture workflow
Add default stencil state to skin shader
Remove stencil override from GBuffer to allow custom stencil states
Don't clear depth in GBuffer pass, already cleared in setup pass
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Merge from terrain_rrp_fix